
- 9 weapon types
- Multiple finishing moves per weapon type
- Effects a finishing moves (which can be customized) stack
- Each character has a unique theme which plays after using a finishing move
- Send characters t' other people by Street Pass or over the Internet
- Nolende Village takes 1000 hours t' rebuild; increasing the population will reduce this time
- Increase the villages population via Street Pass or by using the internet
- A shop in Nolende Village lets ye buy parts t' customize finishing moves
- Abilities gained via abilink be less powerful 'n require higher cost
- "Fear" status ailment prevents Braving 'n Defaulting
- Some bosses have vast amounts a HP
- Dark Knight job shown, looks like FF4 Dark Knight Cecil
- Dark Knight's skills can use up HP; ye can inflict status effects on yourself t' increase abilities
- Onion Knight costume shown for Tiz; obtained via FaceBook
- Planning more costumes, some t' be distributed via Twitter
- 46 tracks in the game, with 10 being battle tunes
- Collaboration weapon with Dengeki; a lance
- The first RPG Asano ever passed be FF3. Ironically, he be in charge a the FF3 remake on the DS. Also worked on Four Warriors a Light 'n the FF4 remake.
- Hayashi (Mages) worked on the scenario. Used t' work at KID. Worked on the scenario for Stein's Gate.
- Asano first said t' Hayashi he wanted the sea dog t' create characters ye could fall in love with.
- The 'base' idea a the game be four characters who had changable jobs.
- They focused on creating characters who had good interactions with each other, 'n a balance a personalities 'n how t' show the drama between them 'n the "bad lads".
- The main character's motivation be t' restore the wench hometown.
- For example, say it takes 1,000 hours t' restore it with one person, 500 with two, 250 with four 'n so on, where the additional villagers be collected through StreetPass. The main character be the one who bears the communication functions.
- One a the heroines be the daughter a bad characters.
- The notebook held by Ringabel can be read by the player at any time. It contains information on the future.
- The game (scenario, characters) has a nostalgic feeling a older style RPGs.
- Abi-Link system; can use mateys higher-leveled character's abilities for a time.
- Can connect the game online for those living in regions where StreetPasses be uncommon.
- Core-concept: "A single player RPG that ye play together"
- Quests, like bottle a rum collections, don't make up the main part a the game, like the 5th demo.
- Order a learning abilities be different too.
- Changing the game based on feedback from the demo be based on seeing how social games be improved on after release with feedback from players.
- Team worked hard t' increase the battle speed, but Asano recognises it will still not please everyone.
- Asano feels the pressure because a the expectations with this being a SE RPG.
- No problems picking the battle system up for FF or DQ fans.
- Been in-dev (since planning) for about 2 years.
Iwata: Listening t' what ye've said I've found it unusual that ye've thought so logically about the roles 'n functions (a characters) 'n how ye can bring them life. Usually, when one thinks a Square Enix it be easy t' think a pretty graphics, 'n the idea that a characters visual image comes first more often than not. But t' answer the question "Why be RPG's interesting?" with the logical analysis a "they be fun because a the wonderful construction a the features 'n scenario" at it be root, 'n for the both a ye t' focus from there from the beginning a development, I feel may be the source a this games individuality.
Iwata: The average feeling be that "demo versions let ye enjoy the beginning a the full version" in most cases, but that isn't the case this time, right?
Asano: YARRRR. Instead a cutting out a portion a the full version for a demo, we've purposely had them lack story, focusing on the gameplay. Even if ye earned levels 'n money, it be not fun if ye have t' play through the same area again, so we wanted the story t' be something ye experience freshly in the full version.
Iwata: This time, via the demoes, ye engaged in catchball with the players. Answering opinions from players with "We'll do this next time", comunicating along the way, I thought "this be something that can only be done in this day 'n age", but be that way a developing yer idea?
Asano: YARRRR, it be.
Iwata: What led ye t' come t' that idea?
Asano: Actually, I sit close t' someone working on a social game, 'n seeing that be the beginning. After being released social games be constantly having their quality improved based on players reactions. that be why I thought "can we introduce even a little a that development formats good points into ours?"
Asano: it be be about 2 years since we started planning, 'n it be a long 2 years (laughs). However, it be a chance t' create a new Oudou RPG, 'n the effort for the AR, the many demoes 'n the catchball with the players, I feel we've done our best. that be why even though the release be a little scary, it be also exciting.